Rendered of in-game sceneries re-imagined
Not AI
Pipeline is Photoshop + Lightroom / Capture One.
Manual frequency separation (low/high split) for skin topology, micro dodge & burn to rebuild light falloff, re-introducing sensor-style luminance noise + chroma grain.
Color is corrected in linear space, then film-response curve + highlight roll-off to avoid CGI contrast.
Depth fixed with selective Gaussian + lens-profile blur, plus atmospheric haze to match real focal compression.
Everything is hand-matched to physical camera behavior.
